Ok, just had the longest spacewalk ever. I fell through the floor behind the open door at the shuttle ramp and landed on the outer spacedock structure. I started to walk around a bit and ended up running the entire circumference.
Got some nice alternate vantage point screenshots of the ships inside.
Pity I couldn't get a good one of the Miranda. That thing is so low rez it doesn't even render until I am almost on top of it.
There is still tons of room inside the dock for loads more ships and theoretically enough potential room for hundreds more... er, rooms around with a view inside.
Any chance we can have the shuttles arrive and depart so they are not just static objects to look at?
Having the option to travel via the shuttles would be nice. Some of us are worried that the transporters are not really moving us, but rather creating a exact copy and killing off the original.
1. Will we see any of these new assets (like the cool looking ESD chairs) in the Foundry?
2. Will we be able to go out to the shuttlebay in ESD like we can in our ships and the Romulan Embassy?
3. Will the area beneath ESD still be used or will the Turbolifts be appropriated for something else?
1) That's all up to scheduling time to do so, which I have no control over. The shuttle bay is intended to be a Vista. there may be a small area outside the Commodities/Exchange window that could get to, but the majority of the shuttle bay will be out of the playable space.
III) The lower deck is used for Foundry Doors. These have to stick around, but the floor is expected to get a little facelift before launch. The Turbolifts will also be used to take you to the upper Walkway. This is currently disabled, but has already been enabled on my machine, and should be part of the next major build.
Any chance we can have the shuttles arrive and depart so they are not just static objects to look at?
Having the option to travel via the shuttles would be nice. Some of us are worried that the transporters are not really moving us, but rather creating a exact copy and killing off the original.
There will be (and should be 1) Runabouts, Shuttles and Workbees flying through the passages in the shuttle bay. However, they won't be landing and taking off, as that requires specialized animations and we don't have time/manpower to do that right now. I don't think that the shuttles will be usable for travel, but I suppose we could hook up some kind of clickable door/volume in the area to allow you to use Shuttles to get back to your ship, or to SFA.
You know, running around the new ESD I had the feeling that some of the rooms there would be excellent for the oft-talked about new Fed interior, like the sickbay and perhaps Quinn's area repurposed as a new crew lounge. There's already the hallways and transporter room from the tutorial that'd work. After all, the Warbird interior and Flotilla ship share assets and the New Romulus Command Center is a heavily re-dressed version of the fleet embassy, so...less work?
1) That's all up to scheduling time to do so, which I have no control over. The shuttle bay is intended to be a Vista. there may be a small area outside the Commodities/Exchange window that could get to, but the majority of the shuttle bay will be out of the playable space.
III) The lower deck is used for Foundry Doors. These have to stick around, but the floor is expected to get a little facelift before launch. The Turbolifts will also be used to take you to the upper Walkway. This is currently disabled, but has already been enabled on my machine, and should be part of the next major build.
There will be (and should be 1) Runabouts, Shuttles and Workbees flying through the passages in the shuttle bay. However, they won't be landing and taking off, as that requires specialized animations and we don't have time/manpower to do that right now. I don't think that the shuttles will be usable for travel, but I suppose we could hook up some kind of clickable door/volume in the area to allow you to use Shuttles to get back to your ship, or to SFA.
Very glad to hear that the lower floor is expected to get facelifted I was concerned the foundry door area might get left in the old layout
And it would be cool to get down to SFA from a door near that shuttle bay, Not everybody enjoys being dematerialised on a regular basis
These are the Voyages on the STO forum, the final frontier. Our continuing mission: to explore Pretentious Posts, to seek out new Overreactions and Misinformation , to boldly experience Cynicism like no man has before.......
Unfortunately, if they dont get tagged when they are being made/added to live, they probably never will be. So its essentially "now or never".
So... Never...
Back to the point of the thread (I think)
Here are some things I think probably need some work... Though many may already be known... I just finally got around to screenshots...
1) The area to either side of the Shipyard has a VERY steep and relatively high drop that you wouldn't see in real construction of areas people would go. My character is fairly tall (slightly taller than Captain Yim) and it almost comes to half way up my thigh (I would guess at least a 2 foot drop).
S) Suggestions...
1) Pag should possibly be moved to hang out with his other Ferengi friends
2) Once the Club gets built... Have those hanging out in there wearing off duty (even formal maybe) outfits... as generally (at least for U.S. military) it is frowned upon to be at any drinking establishment wearing your uniform, once the duty day is over they are generally not to be seen off post in a military uniform unless it is absolutely necessary, and, as I hear from most people I know in the military, they don't WANT to wear the uniform when they don't have to.
So that you don't think it is all criticism... Here is a list of some of what I particularly enjoy (some even have pics)
1) This view, I really like the water and the glass in the ramps.
2) Ensign Tessmer lounging about
3) I really enjoy the walkway between the Tailor and Requisitions with the seats and waterfall window.
4) I like how many of the NPCs in the Shipyard will turn to face you and talk to you when you get close
There has been some complaints about having to go from one side to the other, I had an idea just now. Since the turbolifts will be able to take us to the lower level & the upper level, why not also have them take us to the other side? There are two free doors next to Quin's office that would work nicely.
1) The area to either side of the Shipyard has a VERY steep and relatively high drop that you wouldn't see in real construction of areas people would go. My character is fairly tall (slightly taller than Captain Yim) and it almost comes to half way up my thigh (I would guess at least a 2 foot drop).
Good eye! That is exactly a 2 foot drop. And it's got steps and stuff already, just not out to you yet.
The gap in railings is intentional. As is the "trip hazard," though I'll see if I can lessen it a bit. Can't be at the exact same height as the floor above though.
S) Suggestions...
1) Pag should possibly be moved to hang out with his other Ferengi friends
2) Once the Club gets built... Have those hanging out in there wearing off duty (even formal maybe) outfits... as generally (at least for U.S. military) it is frowned upon to be at any drinking establishment wearing your uniform, once the duty day is over they are generally not to be seen off post in a military uniform unless it is absolutely necessary, and, as I hear from most people I know in the military, they don't WANT to wear the uniform when they don't have to.
Nah man, Ferengis are in competition. They've staked out their territory. Pag wouldn't be caught dead over by those other Ferengis, he's lose business!
So that you don't think it is all criticism... Here is a list of some of what I particularly enjoy (some even have pics)
1) This view, I really like the water and the glass in the ramps.
2) Ensign Tessmer lounging about
3) I really enjoy the walkway between the Tailor and Requisitions with the seats and waterfall window.
4) I like how many of the NPCs in the Shipyard will turn to face you and talk to you when you get close
Thanks! I know Kate's been making NPCs face you, she's excited for that. Glad you like the views. That back hallway was built by Peter, and he was super stoked when he got it done. It's his favorite spot too.
That is not at all what that means. If you want foundry to be a focus, you need to let D'Angelo know.
Good eye! That is exactly a 2 foot drop. And it's got steps and stuff already, just not out to you yet.
Yup, they'll all find homes soon enough.
Same as above
Same
Most already addressed. The rest will be.
The gap in railings is intentional. As is the "trip hazard," though I'll see if I can lessen it a bit. Can't be at the exact same height as the floor above though.
Nah man, Ferengis are in competition. They've staked out their territory. Pag wouldn't be caught dead over by those other Ferengis, he's lose business!
Thanks! I know Kate's been making NPCs face you, she's excited for that. Glad you like the views. That back hallway was built by Peter, and he was super stoked when he got it done. It's his favorite spot too.
I personally love that back hallway too. I think that's going to be my personal hang out on ESD now.
On a personal note, having the doors gone have actually made me appreciate the amount of work you guys put into all of this. I was very pleasantly surprised when I got into that shuttlebay and found out the Work bees do indeed fit a person. (Heck, sit on top of one in the "Lounge" emote and you totally see how you would sit in it). And seeing that the moving shilloutes are fully textured with faces and uniforms, not just black shadows was a great touch I don't think anyone would have done usually.
Plus I also took an hour and ran around the bottom "lip" of ESD just to experience the full scale of this map. Never before have I been so pleased by the fact I took an hour to run in a circle. Really, that shows a level of dedication I don't think most people would do.
That is not at all what that means. If you want foundry to be a focus, you need to let D'Angelo know.
Now I guess the question becomes how best to do so... I would assume he gets lots of Forum PMs every day and probably gets so many he can't read them all... I'll just have to figure that out myself though I suppose...
The gap in railings is intentional. As is the "trip hazard," though I'll see if I can lessen it a bit. Can't be at the exact same height as the floor above though.
I figured most were known and fixes in the works if not already made... But as this is a test server I would feel remiss if I didn't point out issues I saw and something was missed when it went live because of it.
Nah man, Ferengis are in competition. They've staked out their territory. Pag wouldn't be caught dead over by those other Ferengis, he's lose business!
I see... I was I guess basing it off of most of the groups of Ferengi from the shows, where if they were "permanent fixtures", or otherwise together in the episode, they were, with a few general exceptions, working together. How about the off duty suggestion? It seems to be where we would expect to see "civilians" or off duty Starfleet in this section of the Starbase...
Thanks! I know Kate's been making NPCs face you, she's excited for that. Glad you like the views. That back hallway was built by Peter, and he was super stoked when he got it done. It's his favorite spot too.
The whole place is fantastic! I picked those 4 items because it is, for me at least, the little details like those that end up making it feel more "real". Assuming Kate and Peter don't check out this thread, tell them thanks for me
Its amazing looking even unfinished. The holographiic pop-up displays really give the station a 2409 feel. The use of landscaping and waterfeatures are a great solution to soften the station and give it a more relaxed atmospehere. The station certainly feels alot larger than the existing ESD. I really enjoy seeing the different ships in dry dock outside of ESD
Are you planning to have any ships flying around outside of ESD, similar to the holographic display of ESD?That would be really cool if so!!:)
Also are you planning to update the way the sun looks in the social zone outside of ESD (flat yellowish disc) to match the sun as seen from inside ESD (bright w/ lense flares)?
Thank again for all the time and effort to the whole dev team. Its a work of art you have on your hands!
PS - i did notice the people walking in the corridors on upper levels of the dock interior. Very nice attention to detail!!
PS - i did notice the people walking in the corridors on upper levels of the dock interior. Very nice attention to detail!!
I noticed that yesterday myself, really added some epic scope to the starbase.
Good to know that the seating areas next to the shipyard will return, I was a little concerned, one note on that though on the right side near Yim there is an old ESD style vase/lamp it really looks out of place as do the alien plants dotted around.
Another that would make a big difference would be to replace the Soveriegn Style captains chairs, they are glaringly out of place and not really suited for a desk position. Perhaps use the station chairs from the Prometheus bridge?
Also the contacts in Command do not turn to face you like the ones in the shipyard at the moment.
When entering through the bay doors needs a cut scene of people watching from the windows as your ship passes by like in star trek 3 to recreate the epic feel.;)
When entering through the bay doors needs a cut scene of people watching from the windows as your ship passes by like in star trek 3 to recreate the epic feel.;)
No Pointless Cutscenes That Are Cool And Fun The First Time But Tedious And Boring Every Subsequent Time, please.
...talking to players is like being a mall Santa. Everyone immediately wants to tell you all of the things they want, and you are absolutely powerless to deliver 99% of them.
That is not at all what that means. If you want foundry to be a focus, you need to let D'Angelo know.
Since he's not exactly a forum regular, could somebody with a yellow name perhaps pass him the word?
There are two major reasons why I'm not more active in the Foundry. Lack of maps/assets is one of those reasons.
We really had high hopes for the Foundry. It's very disappointing that there seems to be so little regard for tagging art assets for Foundry use. I wish Cryptic would stop treating this as an afterthought and simply make this a part of the Art process.
I know that probably a lot of stuff is not suitable for one reason or another, but I don't understand why that decision can't be made up front. Is there something about adding assets to the Foundry that make it more complicated than we realize?
My views may not represent those of Cryptic Studios or Perfect World Entertainment. You can file a "forums and website" support ticket here Link: How to PM - Twitter @STOMod_Bluegeek
No Pointless Cutscenes That Are Cool And Fun The First Time But Tedious And Boring Every Subsequent Time, please.
The solution to that is (relatively) simple.
We already know you can access ED through different "doors".
One is the Dock button, which really should be a "Transport to ESD" button anyway and the "Dock by proximity" door when you fly up close to the base.
Only trigger the cutscene if you go full RP and use the proximity door.
Everyone else can just click the button and never see the cutscene.
Also the proximity door should place you at the shuttlebay instead of the transporter room.
Are you planning to have any ships flying around outside of ESD, similar to the holographic display of ESD?That would be really cool if so!!:)
Also are you planning to update the way the sun looks in the social zone outside of ESD (flat yellowish disc) to match the sun as seen from inside ESD (bright w/ lense flares)?
There should already be some Yellowstones and Workbees flying around. The Odyssey is also flying around the exterior. Though I'm not sure if that's on the build you guys have access to yet. There will also be more small craft (shuttles, yellowstones, workbees) flying in/out of the shuttlebay once Peter's done with that.
The Space map will get some upgrades. And yes, that includes the sun. I hate those old glow orb suns we started with.
I was a little concerned, one note on that though on the right side near Yim there is an old ESD style vase/lamp it really looks out of place as do the alien plants dotted around.
HA HA! That fraking lamp. That lamp is a UGC object. And it's labeled as a lamp. So. . . we can't change it into a different object. However, EVERYONE on the art team despises that thing, and we will be replacing it with another lamp that matches the style of the rest soon. But we keep it there as a reminder to make a new lamp.
Chairs and Tables and such are on the list of things I wanted to make new versions of. . . but in all honesty, we just don't have the time. There is a bunch left to do, and not much time to do it in. I'll take a look at the Prometheus chairs and see if those would be easy to swap out.l
Nope, the turbolifts currently on Tribble were just roughed in whiteboxes. They'll be fixed up. As a matter of fact, I just finished them up yesterday. Should go out in the next major build.
There should already be some Yellowstones and Workbees flying around. The Odyssey is also flying around the exterior. Though I'm not sure if that's on the build you guys have access to yet.
Do they match the ones seen round the ESD Hologram?
Nope, the turbolifts currently on Tribble were just roughed in whiteboxes. They'll be fixed up. As a matter of fact, I just finished them up yesterday. Should go out in the next major build.
HA HA! That fraking lamp. That lamp is a UGC object. And it's labeled as a lamp. So. . . we can't change it into a different object. However, EVERYONE on the art team despises that thing, and we will be replacing it with another lamp that matches the style of the rest soon. But we keep it there as a reminder to make a new lamp.
Oh, sort of like the reminders left behind to make ship interior poker, Vulcan Lirpa and Andorian Ushaan duels?
j/k art reminders to make art stuff is probably more effective than art reminders to make system stuff.
I'll take a look at the Prometheus chairs and see if those would be easy to swap out.l
Awesome! To be clear these would be the chairs at the aft stations, I will try and get a picture for reference but the aft station one immediately to the left after you beam in to the bridge.
The solution to that is (relatively) simple.
We already know you can access ED through different "doors".
One is the Dock button, which really should be a "Transport to ESD" button anyway and the "Dock by proximity" door when you fly up close to the base.
Only trigger the cutscene if you go full RP and use the proximity door.
Everyone else can just click the button and never see the cutscene.
Also the proximity door should place you at the shuttlebay instead of the transporter room.
I realize this may look stupid but thinking about ways to make environment seem more impressive...
What do you think about making the glass portions of the walkway slick like Q's Winter Wonderland and/or having a volume effect for walking in water that makes it slower, which would make it seem more like wading. (This could apply a number of places but notably SFA, Bajor, and Risa.)
Comments
Got some nice alternate vantage point screenshots of the ships inside.
Pity I couldn't get a good one of the Miranda. That thing is so low rez it doesn't even render until I am almost on top of it.
There is still tons of room inside the dock for loads more ships and theoretically enough potential room for hundreds more... er, rooms around with a view inside.
Link please!
R.I.P. Leonard Nimoy
Having the option to travel via the shuttles would be nice. Some of us are worried that the transporters are not really moving us, but rather creating a exact copy and killing off the original.
Tomorrow. Haven't uploaded them to dropbox yet und can't attach them here.
A new take on space walking.
The Armada
Original join date: Feb 5, 2010
Twitter: @davejl_99, & @STO_BBArmada
1) That's all up to scheduling time to do so, which I have no control over.
The shuttle bay is intended to be a Vista. there may be a small area outside the Commodities/Exchange window that could get to, but the majority of the shuttle bay will be out of the playable space.
III) The lower deck is used for Foundry Doors. These have to stick around, but the floor is expected to get a little facelift before launch. The Turbolifts will also be used to take you to the upper Walkway. This is currently disabled, but has already been enabled on my machine, and should be part of the next major build.
There will be (and should be 1) Runabouts, Shuttles and Workbees flying through the passages in the shuttle bay. However, they won't be landing and taking off, as that requires specialized animations and we don't have time/manpower to do that right now. I don't think that the shuttles will be usable for travel, but I suppose we could hook up some kind of clickable door/volume in the area to allow you to use Shuttles to get back to your ship, or to SFA.
Unfortunately, if they dont get tagged when they are being made/added to live, they probably never will be. So its essentially "now or never".
Already did that yesterday
Raptr profile
Very glad to hear that the lower floor is expected to get facelifted I was concerned the foundry door area might get left in the old layout
And it would be cool to get down to SFA from a door near that shuttle bay, Not everybody enjoys being dematerialised on a regular basis
So... Never...
Back to the point of the thread (I think)
Here are some things I think probably need some work... Though many may already be known... I just finally got around to screenshots...
1) The area to either side of the Shipyard has a VERY steep and relatively high drop that you wouldn't see in real construction of areas people would go. My character is fairly tall (slightly taller than Captain Yim) and it almost comes to half way up my thigh (I would guess at least a 2 foot drop).
2) Floating consoles and objects (I think it was mentioned many were placeholders or not in final positions, but I wanted to point them out so they don't get missed)
a) Vase? Decoration near Shipyard
b) Console in Ops
c) Console near the tailor
d) Exchange
e) Console Near Transporters
f) Console near turbolifts on the side with Captain Yim
g) Floating Plant in Ops (Downstairs)
3) People out of place (or assets missing)?
a) too close to consoles? The popup holographic consoles pop up for NPCs too (unsure if these are supposed to be close enough for the console to pop up or not... if so... Ignore)
i) Ops 1
ii) Ops 2
iii) Ops 3 (this individual is also Labeled as a Federation Engineer (The NPC Name and Popup box which says "Talk to Federation Engineer") but is clearly Security based on Uniform and Dialog Options)
iv) Commander Tafeng (background) is not even facing said console
v) Possibly the only one in this subgroup that is actually a bug... Sulu is standing inside the hologram
b) Lt.Comm Okret is not facing his console.
c) Lt.Comm Arut is facing the wall and typing... this possibly could be the animation for her to be working with one of the display guns, or possibly she really should be turned around and typing on the desk console.. I do not know.
d) Shipyard Personnel 1 and 2
e) Typing on thin air...
f) Ensign Byarnez is admiring the glass...
4) Improper Animations?
a) The Civilian Contractor looks like he is ready to attack the Diplomats
b) Linnea seems to have fallen through the floor. She is fortunately able to sit on the floor and is waiting with arms crossed to be extracted.
c) Shipyard personnel with nothing to type on 1 and 2
5) Structural issues...
a) the Door next to Fhoss needs to be adjusted (possibly related to the Known Door issue, if so ignore)
b) Observation area for Shuttle Bay near Commodities Brokers (both Right and Left sides have holes in the floor
c) Speaking of the aforementioned observation area... there seems to be a gap in the wall...
d) Both sides of the Shipyard area has Glass protrusions
e) Glass sticking through the wall in Sickbay
6) Unknown if Bug...
a) Gaps in hand railing on ramps
b) I assume the different flooring for the shipyard area is intended, but is the "trip hazard" at the top of the ramp?
S) Suggestions...
1) Pag should possibly be moved to hang out with his other Ferengi friends
2) Once the Club gets built... Have those hanging out in there wearing off duty (even formal maybe) outfits... as generally (at least for U.S. military) it is frowned upon to be at any drinking establishment wearing your uniform, once the duty day is over they are generally not to be seen off post in a military uniform unless it is absolutely necessary, and, as I hear from most people I know in the military, they don't WANT to wear the uniform when they don't have to.
So that you don't think it is all criticism... Here is a list of some of what I particularly enjoy (some even have pics)
1) This view, I really like the water and the glass in the ramps.
2) Ensign Tessmer lounging about
3) I really enjoy the walkway between the Tailor and Requisitions with the seats and waterfall window.
4) I like how many of the NPCs in the Shipyard will turn to face you and talk to you when you get close
peter
That is not at all what that means. If you want foundry to be a focus, you need to let D'Angelo know.
Good eye! That is exactly a 2 foot drop. And it's got steps and stuff already, just not out to you yet.
Yup, they'll all find homes soon enough.
Same as above
Same
Most already addressed. The rest will be.
The gap in railings is intentional. As is the "trip hazard," though I'll see if I can lessen it a bit. Can't be at the exact same height as the floor above though.
Nah man, Ferengis are in competition. They've staked out their territory. Pag wouldn't be caught dead over by those other Ferengis, he's lose business!
Thanks! I know Kate's been making NPCs face you, she's excited for that. Glad you like the views. That back hallway was built by Peter, and he was super stoked when he got it done. It's his favorite spot too.
I personally love that back hallway too. I think that's going to be my personal hang out on ESD now.
On a personal note, having the doors gone have actually made me appreciate the amount of work you guys put into all of this. I was very pleasantly surprised when I got into that shuttlebay and found out the Work bees do indeed fit a person. (Heck, sit on top of one in the "Lounge" emote and you totally see how you would sit in it). And seeing that the moving shilloutes are fully textured with faces and uniforms, not just black shadows was a great touch I don't think anyone would have done usually.
Plus I also took an hour and ran around the bottom "lip" of ESD just to experience the full scale of this map. Never before have I been so pleased by the fact I took an hour to run in a circle. Really, that shows a level of dedication I don't think most people would do.
To the team: I salute you guys!
TRIBBLE Hydra! Hail Janeway!
Now I guess the question becomes how best to do so... I would assume he gets lots of Forum PMs every day and probably gets so many he can't read them all... I'll just have to figure that out myself though I suppose...
Good to know there will be stairs for those tho would like to use them...
I figured most were known and fixes in the works if not already made... But as this is a test server I would feel remiss if I didn't point out issues I saw and something was missed when it went live because of it.
I see... I was I guess basing it off of most of the groups of Ferengi from the shows, where if they were "permanent fixtures", or otherwise together in the episode, they were, with a few general exceptions, working together. How about the off duty suggestion? It seems to be where we would expect to see "civilians" or off duty Starfleet in this section of the Starbase...
The whole place is fantastic! I picked those 4 items because it is, for me at least, the little details like those that end up making it feel more "real". Assuming Kate and Peter don't check out this thread, tell them thanks for me
The new ESD looks wonderful!!!!!!!!!!
Its amazing looking even unfinished. The holographiic pop-up displays really give the station a 2409 feel. The use of landscaping and waterfeatures are a great solution to soften the station and give it a more relaxed atmospehere. The station certainly feels alot larger than the existing ESD. I really enjoy seeing the different ships in dry dock outside of ESD
Are you planning to have any ships flying around outside of ESD, similar to the holographic display of ESD? That would be really cool if so!!:)
Also are you planning to update the way the sun looks in the social zone outside of ESD (flat yellowish disc) to match the sun as seen from inside ESD (bright w/ lense flares)?
Thank again for all the time and effort to the whole dev team. Its a work of art you have on your hands!
PS - i did notice the people walking in the corridors on upper levels of the dock interior. Very nice attention to detail!!
I noticed that yesterday myself, really added some epic scope to the starbase.
Good to know that the seating areas next to the shipyard will return, I was a little concerned, one note on that though on the right side near Yim there is an old ESD style vase/lamp it really looks out of place as do the alien plants dotted around.
Another that would make a big difference would be to replace the Soveriegn Style captains chairs, they are glaringly out of place and not really suited for a desk position. Perhaps use the station chairs from the Prometheus bridge?
Also the contacts in Command do not turn to face you like the ones in the shipyard at the moment.
Thank you for this great Job.:)
The most reported the bugs her i found to.
I only have one question, the Desgin of the turobolift are not final, or?
http://www.directupload.net/file/d/3566/4nh9saa3_jpg.htm
I hope not.. but I think its not...
oh and i love the new Door Design... Authorized Personal only...this is great...
mmh can i get one of this door for my Study Room. :P
No Pointless Cutscenes That Are Cool And Fun The First Time But Tedious And Boring Every Subsequent Time, please.
Since he's not exactly a forum regular, could somebody with a yellow name perhaps pass him the word?
There are two major reasons why I'm not more active in the Foundry. Lack of maps/assets is one of those reasons.
We really had high hopes for the Foundry. It's very disappointing that there seems to be so little regard for tagging art assets for Foundry use. I wish Cryptic would stop treating this as an afterthought and simply make this a part of the Art process.
I know that probably a lot of stuff is not suitable for one reason or another, but I don't understand why that decision can't be made up front. Is there something about adding assets to the Foundry that make it more complicated than we realize?
Link: How to PM - Twitter @STOMod_Bluegeek
The solution to that is (relatively) simple.
We already know you can access ED through different "doors".
One is the Dock button, which really should be a "Transport to ESD" button anyway and the "Dock by proximity" door when you fly up close to the base.
Only trigger the cutscene if you go full RP and use the proximity door.
Everyone else can just click the button and never see the cutscene.
Also the proximity door should place you at the shuttlebay instead of the transporter room.
There should already be some Yellowstones and Workbees flying around. The Odyssey is also flying around the exterior. Though I'm not sure if that's on the build you guys have access to yet. There will also be more small craft (shuttles, yellowstones, workbees) flying in/out of the shuttlebay once Peter's done with that.
The Space map will get some upgrades. And yes, that includes the sun. I hate those old glow orb suns we started with.
HA HA! That fraking lamp. That lamp is a UGC object. And it's labeled as a lamp. So. . . we can't change it into a different object. However, EVERYONE on the art team despises that thing, and we will be replacing it with another lamp that matches the style of the rest soon. But we keep it there as a reminder to make a new lamp.
Chairs and Tables and such are on the list of things I wanted to make new versions of. . . but in all honesty, we just don't have the time. There is a bunch left to do, and not much time to do it in. I'll take a look at the Prometheus chairs and see if those would be easy to swap out.l
Nope, the turbolifts currently on Tribble were just roughed in whiteboxes. They'll be fixed up. As a matter of fact, I just finished them up yesterday. Should go out in the next major build.
Do they match the ones seen round the ESD Hologram?
wow... thank you for the quick answer
Oh, sort of like the reminders left behind to make ship interior poker, Vulcan Lirpa and Andorian Ushaan duels?
j/k art reminders to make art stuff is probably more effective than art reminders to make system stuff.
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Awesome! To be clear these would be the chairs at the aft stations, I will try and get a picture for reference but the aft station one immediately to the left after you beam in to the bridge.
I was thinking that very same idea.:D
What do you think about making the glass portions of the walkway slick like Q's Winter Wonderland and/or having a volume effect for walking in water that makes it slower, which would make it seem more like wading. (This could apply a number of places but notably SFA, Bajor, and Risa.)